[情報] Map Changes in 2.0.4

看板PathofExile (流亡黯道 - Path of Exile)作者 (Kat)時間10年前 (2015/09/24 12:32), 10年前編輯推噓31(33273)
留言108則, 36人參與, 最新討論串1/1
原文by Chirs: https://www.pathofexile.com/forum/view-thread/1429674 We've been working on a 2.0.4 patch for deployment late next week, before the One-month events start on the weekend. 我們正在進行2.0.4更新,預計趕在下周末一月聯盟前上線。 This patch includes several changes related to the mapping end-game. We're keen to test them out in the one-month leagues and will gather data and feedback from players. 這次的更新包含了許多與遊戲末期打圖有關的改動,我們想要在一月聯盟測試並且收集玩家們的意見。 Map Drops We've finished analysing map drops and usage from the Warbands and Tempest challenge leagues. Our conclusion was that map drops were slightly lower than we were happy with. We also noticed that many of the higher maps were being run through Zana rather than through actual dropped maps. 地圖掉落 我們分析了軍團與風暴聯盟的地圖掉落與使用,結論是地圖掉落率還是稍低於我們想的那樣。我們同時注意到很多高等地圖是札那送的而不是用開出來的。 The 2.0.4 patch increases the rate of map drops to help with these two issues. 2.0.4更新將會提升地圖掉落來解決這兩項問題。 Map Difficulty We have been examining the difficulty of maps, particularly regarding spikes of physical damage and the damage dealt by Act Four monsters. While we are relatively happy with the difficulty of the highest maps, the early maps suffer from spikes of damage that are too high. The damage dealt in the lowest two-thirds of maps is being reduced slightly. In addition, the damage dealt by Act Four monsters is being reviewed and problematic cases are being fixed in 2.0.4. 地圖難度 我們檢視了地圖難度,尤其是極高的物理大傷與第四章怪物造成的傷害。我們對於高等圖的難度還算滿意,但是認為低等圖的大傷太高了。 其中2/3最低等的地圖的傷害將會降低,除此之外,第四章怪物造成的傷害與其帶來的一些問題將會被修正。 Map Symbol Colours Previously, most maps had a yellow symbol. We've changed this colour to indicate whether maps are low-, medium- or high-tier. These groups specifically line up with the set of mods available to be rolled on the maps. For example, if the map has a red symbol, then the top mods are available. This also makes it easier to spot the relative tiers of maps in your stash. 地圖標誌顏色 在之前,幾乎所有地圖都是一樣的顏色,我們將改變地圖標誌顏色讓大家輕鬆分辨低、中、高三種等級。顏色也有關於地圖上的詞綴,舉例來說,如果地圖標誌是紅色的,代表可以骰出最高難度的詞綴,這也讓大家在倉庫內可以輕鬆找到你想打的地圖種類。 Map Levels are now Tiers There are 15 tiers of maps, from level 68 to 82 inclusive. We've struggled for ages with the confusion caused by this. Players expect to play maps of their level (which can be way too hard for them), or make arguments about that they're level 95+ and can't find a level 80 map. Players with backgrounds in contemporary MMORPGs expect to play content equivalent to their level. 地圖等級修改為地圖分級 目前有15種分級,從68圖到82圖,這樣的設計長久以來造成了一些誤會,玩家們會想要打跟他們一樣高等的圖(但是對他們來說太難了),或者玩家們抱怨他們超過95等卻打不到80圖。有著線上遊戲經歷的玩家會想要進行與他們等級相符的內容。 In order to resolve this confusion, maps now display a tier rather than a level. The level can easily be calculated. Tier 1 is level 68 (or level 66 if it's an old map graphic). 為了解決這樣的誤會,地圖以後只會顯示分級而不是等級,原本的地圖等級也很好算,68圖就是1級(或者是舊的66圖)。 As a side note, this makes it hard to distinguish between old (pre-Awakening) unique maps and their post-Awakening counterparts. It may be best to put them in different places in your stash. 小提醒,這樣的改動會讓大家難以分辨舊的(大覺醒版本前)與新的傳奇圖,你最好把它們分別放在不同的地方。 Experience in Top Maps Due to the increased levels of content in The Awakening and the ever-improving skill of our best players, people are reaching level 100 too quickly. Watching the intense challenge as players complete to reach this amazing accomplishment would be more fun for the community if it lasted longer. We want to make this change without affecting the regular levelling process. 高等圖的經驗值 由於大覺醒改版後新增的高等內容以及高玩們不斷的進步,現在達到100等的速度太快了。觀察玩家努力挑戰並完成成就對於整個社群來說會比較有趣,我們正設法改善但是又不想影響一般的升級過程。 There's an additional problem where the difference in experience between the highest tiers of maps is too large. The higher maps definitely need to grant more experience, but when an 82 map grants 35% more experience than a level 81 map, which grants 35% more experience than a level 80 map (and so on), then players really feel the pain of not sustaining the top maps. We wanted to reduce the difference between these upper tiers to more like 15%. 此外還有另一個問題是高等地圖之間的經驗值差距過大,高等級的地圖雖然應該提供更多經驗值,但是當82圖比81圖多35%經驗,81又比80多35%(然後以此類推)的情況下,玩家們就會處於維持高等圖的痛苦之中。我們想要降低地圖間的經驗差距至約15%。 We have made some changes to the calculation of experience in level 77-82 maps. They now have effective experience levels (for the experience penalty calculation only) of 76.9, 77.7, 78.4, 79, 79.5 and 79.9 respectively. This achieves both of the above goals, while leaving all other players unaffected. It takes approximately twice as long to reach 100 from 99 as it did previously, and the difference in experience between the top-tier maps is around 15% per tier, rather than 35%. It's far less important to be running a level 82 map for experience than it was before. 我們同時改變了77-82圖的經驗值計算方式,他們現在有一個有效經驗等級(用來計算經驗懲罰)分別為76.9、77.7、78.4、79、79.5、79.9,這項改變達成了前面所說的兩項目標,而又不影響其他玩家。這使得玩家必須花兩倍長的時間從99練到100相較於以往,而高等圖間的經驗差從35%調整為15%,讓玩家們不用為了拿到更多經驗而堅持要打82圖。 Ground Effects in Maps There's a lot of work still to do on ground effects. However, in 2.0.4, some changes have been made to how they spawn in maps. These changes have the following consequences: Ground effects due to map mods now use significantly less server resources. This prevents problems occurring during times of peak player concurrency. Ground effects due to map mods now use significantly less bandwidth, which will result in much less lockstep stuttering. They will also contribute far less towards being disconnected when coming through portals. 地板特效 地板特效依然還有許多地方需要改善,但是2.0.4更新中將會有以下的改動: --地圖詞綴骰出來的地板特效消耗的伺服器資源將會明顯降低,這可以避免爆ping的現象發生。 --地圖詞綴骰出來的地板特效將會大幅降低頻寬使用,使得同步模式卡頓的現象大幅下降,同時也降低過圖斷線的機率。 There's definitely more we need to do to improve the performance of ground effects (and much of the rest of the game), but these initial changes will hopefully have a positive impact. We're looking forward to seeing how much they help. 地板特效(以及其他遊戲內容)還有很多我們可以優化的地方,但目前這些小小的改動希望能有正面影響,我們會持續觀察這項改動有多大的幫助。 The 2.0.4 patch contains a few other things, such as new Divination Cards and bug fixes, but the bulk of work in this patch has gone towards the above map changes. 2.0.4更新中也會帶來新的命運卡及錯誤修正,但這次改版的主要工作還是在地圖的改動。 As they're in 2.0.4, these changes will apply to Standard/Hardcore and also the one-month events. We will get a solid set of data from these events, which we'll then be able to use to fine-tune the map system for subsequent events and challenge leagues. 隨著2.0.4即將到來,這些改動不僅會套用在標準/專家聯盟,同時也會在一月活動實施,我們將收集大量的資料使得未來的活動及挑戰聯盟能加以微調。 We're expecting to post full details of the one-month events tomorrow. 我們將在明天公布更多一月聯盟的細節。 -- ※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 61.219.36.76 ※ 文章網址: https://www.ptt.cc/bbs/PathofExile/M.1443069126.A.BE5.html ※ 編輯: deathx2005 (61.219.36.76), 09/24/2015 12:35:41

09/24 12:55, , 1F
扭曲之岩奈恩的飛彈傷害高到靠杯 大人快鍘它QwQ
09/24 12:55, 1F

09/24 13:11, , 2F
好奇問一下大家都怎麼整理地圖的啊
09/24 13:11, 2F

09/24 13:12, , 3F
倉庫超多圖每次都看上面的符號看到眼花= =
09/24 13:12, 3F

09/24 13:15, , 4F
我整理地圖是同等級的放一排
09/24 13:15, 4F

09/24 13:16, , 5F
超過一排的就往上合
09/24 13:16, 5F

09/24 13:19, , 6F
同等級放兩排,超過就賣難打的,74以上就都留著
09/24 13:19, 6F

09/24 13:40, , 7F
掉落率 還是無感
09/24 13:40, 7F

09/24 13:40, , 8F
75以下全部合掉只留76以上的
09/24 13:40, 8F

09/24 13:41, , 9F
我都同樣地圖放一排 同等接後面
09/24 13:41, 9F

09/24 13:46, , 10F
還要變難練喔 我都還沒100耶
09/24 13:46, 10F

09/24 13:47, , 11F
說好聽是不希望玩家堅持打高等圖
09/24 13:47, 11F

09/24 13:48, , 12F
說難聽就是怕玩家練太快
09/24 13:48, 12F

09/24 13:48, , 13F
結果地圖一樣難往上堆
09/24 13:48, 13F

09/24 13:52, , 14F
從砍大師辭墜 砍吸血 砍地圖掉落 到現在砍高等經驗
09/24 13:52, 14F

09/24 14:00, , 15F
簡單來說,就是nerf地圖等級..但難度不變
09/24 14:00, 15F

09/24 14:02, , 16F
我們把等級較高的圖經驗砍到接近等級較低的圖,你看我們
09/24 14:02, 16F

09/24 14:02, , 17F
不管怎麼龜,大概90後就要開始挑戰77以上了,除非斷圖
09/24 14:02, 17F

09/24 14:02, , 18F
把經驗調到接近了唷>.^
09/24 14:02, 18F

09/24 14:02, , 19F
然後..77以上就被砍了..
09/24 14:02, 19F

09/24 14:03, , 20F
其實還好,以前也是打打78圖升級...只是圖沒那麼難掉金
09/24 14:03, 20F

09/24 14:04, , 21F
怪會噴+2圖比較好把圖往上打
09/24 14:04, 21F

09/24 14:11, , 22F
其實打74以上圖就很好練了,我打寶就打74+練到100的
09/24 14:11, 22F

09/24 14:12, , 23F
亂砍到玩家砍遊戲
09/24 14:12, 23F

09/24 14:12, , 24F
99級73地圖2X萬經驗,74地圖直接40萬↑
09/24 14:12, 24F

09/24 14:12, , 25F
這麼不願給高等圖
09/24 14:12, 25F

09/24 14:13, , 26F
然後75以上不打密林跟新地圖,結果會斷圖
09/24 14:13, 26F

09/24 14:13, , 27F
也不願讓玩家練等練快一點
09/24 14:13, 27F

09/24 14:13, , 28F
到底在想什麼?
09/24 14:13, 28F

09/24 14:13, , 29F
98練到100,倉庫75密林跟76新地圖塞滿整整二頁快300張
09/24 14:13, 29F

09/24 14:18, , 30F
話說新地圖有人能分享心得嗎?
09/24 14:18, 30F

09/24 14:21, , 31F
Malformaion要練等就不要打王
09/24 14:21, 31F

09/24 14:21, , 32F
圖騰流首先要靠邊,圖騰也是,讓王血漩渦丟邊邊
09/24 14:21, 32F

09/24 14:22, , 33F
注意王停下來就是要360度轉了,靠上去跟著轉
09/24 14:22, 33F

09/24 14:23, , 34F
就這樣,還有小怪亂入,不小心就會被蒸發
09/24 14:23, 34F

09/24 14:24, , 35F
密林王也是超可怕 基礎物理傷害5000+ 隨便詞綴強化敲死人
09/24 14:24, 35F

09/24 14:25, , 36F
繞圈圈還要注意牆壁跟圖騰,不然王的火球有散彈效應
09/24 14:25, 36F

09/24 14:34, , 37F
我這次回鍋練了兩隻起來原本都85最後決定要先把魔暴弓練
09/24 14:34, 37F

09/24 14:34, , 38F
上去的時候,另一隻毒蛇打擊就變成專打王的救援打手了XD
09/24 14:34, 38F

09/24 14:38, , 39F
直接弄隻自爆機來炸啊
09/24 14:38, 39F
還有 29 則推文
還有 1 段內文
09/24 20:25, , 69F
對我們來說難不難是你們幫我們決定??
09/24 20:25, 69F

09/24 20:26, , 70F
每次看到那句就怒火中燒
09/24 20:26, 70F

09/24 20:55, , 71F
地面特效對中階電腦玩家影響甚鉅啊!!!
09/24 20:55, 71F

09/24 21:06, , 72F
我只是想表達雷槌根本就是做壞了 自殺頭女王手只是打個
09/24 21:06, 72F

09/24 21:07, , 73F
打個比方
09/24 21:07, 73F

09/24 22:45, , 74F
升等快慢是還好 反正大部分Build能夠在會卡等前成型
09/24 22:45, 74F

09/25 00:32, , 75F
lo鬼大濃圖能力真的太猛了吧 根本在玩天堂啊
09/25 00:32, 75F

09/25 02:23, , 76F
所以變難練是指針對99-100?還是95+?
09/25 02:23, 76F

09/25 03:09, , 77F
是針對地圖等級改高後的高等圖 GGG認為練太爽 @@!
09/25 03:09, 77F

09/25 03:10, , 78F
不過換個正面想 只要圖有78以上就算比以前快吧..只是也
09/25 03:10, 78F

09/25 03:10, , 79F
要打的到就是了.. 顆顆
09/25 03:10, 79F

09/25 03:19, , 80F
以他們貧乏的想像力,怎麼BUFF近戰都會先BUFF到雷錘
09/25 03:19, 80F

09/25 07:11, , 81F
tempest還沒收滿等已經是bloodline十倍,可能是這點有
09/25 07:11, 81F

09/25 07:11, , 82F
嚇到ggg
09/25 07:11, 82F

09/25 09:08, , 83F
台版哭哭服
09/25 09:08, 83F

09/25 10:38, , 84F
好險我從來沒有想過要把角色練到95以上
09/25 10:38, 84F

09/25 10:39, , 85F
這遊戲雷鎚自帶十連真的是壓迫眾生...
09/25 10:39, 85F

09/25 12:01, , 86F
……幹你老師死一次掉10%,100級都那些職業玩家
09/25 12:01, 86F

09/25 12:02, , 87F
可是現在新雷槌很便宜了啊 人人玩的起不是?
09/25 12:02, 87F

09/25 12:22, , 88F
上禮拜練上90以後 經驗條再也沒超過10%了-.-
09/25 12:22, 88F

09/25 13:05, , 89F
99到100升級變慢還有78以上圖根本不關一般玩家的事啊..
09/25 13:05, 89F

09/25 13:28, , 90F
一百級不難,難的是不要死 沒死真的很好練的
09/25 13:28, 90F

09/25 14:09, , 91F
我的物品篩選就有照地圖等級分三階底色了XD 領先官方
09/25 14:09, 91F

09/25 16:22, , 92F
說實在的…op的是解放不是雷錘
09/25 16:22, 92F

09/25 16:23, , 93F
瞧瞧coc解放那暴力的輸出
09/25 16:23, 93F

09/25 16:32, , 94F
而且GGG這次還把解放改強.. 很北七..
09/25 16:32, 94F

09/25 20:53, , 95F
不給人快點練到100是怎樣?有比較拖台錢嗎
09/25 20:53, 95F

09/25 20:54, , 96F
拖到都不想練了
09/25 20:54, 96F

09/26 01:17, , 97F
遊戲設計就是鼓勵你練新角色才會買外觀和倉庫不夠用啊
09/26 01:17, 97F

09/26 01:35, , 98F
那他們的思路就不對了,玩家練的爽才會去練新角色
09/26 01:35, 98F

09/26 01:36, , 99F
把玩家等級卡住只會讓更多人quit而已
09/26 01:36, 99F

09/26 01:54, , 100F
剛回鍋兩個禮拜又想quit了 這遊戲好容易膩
09/26 01:54, 100F

09/26 02:01, , 101F
對我來說是沒差 因為我練到90是極限了.. 同一隻很膩R
09/26 02:01, 101F

09/26 03:19, , 102F
想地圖變好掉又不想玩家練太快...
09/26 03:19, 102F

09/26 03:37, , 103F
別跟職業玩家比 他時間比你多 等級自然比你快 更慘的是
09/26 03:37, 103F

09/26 03:38, , 104F
他門靠直撥的現金收入可能還比休閒玩家月薪多XD
09/26 03:38, 104F

09/26 06:27, , 105F
2.0最高等圖從78變80+經驗懲罰少很多了,有錢的話比以前好練
09/26 06:27, 105F

09/26 19:38, , 106F
我寫了一個整理倉庫的程式po在巴哈,但感覺沒什麼人需要
09/26 19:38, 106F

09/26 19:38, , 107F
欸,是我錯覺嗎?
09/26 19:38, 107F

10/01 11:28, , 108F
很少在看巴哈耶....
10/01 11:28, 108F
文章代碼(AID): #1M0tp6lb (PathofExile)
文章代碼(AID): #1M0tp6lb (PathofExile)